The LOUD Project is a complete replacement for most of the core files from Supreme Commander: Forged Alliance. As a result, it addresses most of the performance issues that have plagued the game from it's release. A more complete description can be found here: What Is the LOUD PROJECT ?

The package includes a subset of many of the most popular mods for Forged Alliance, adapted for use with LOUD, and an entire collection of maps updated for optimal performance with the project.

You can contact us directly, text or voice, at our Discord server - here is the link Discord.gg

Please feel free to come by and talk directly to me on any and all matters relating to the LOUD AI Project and otherwise find others with which to game with.

Installation and Staying Up To Date

To use this package, you must use the installer provided to download all the necessary files. Please see the files section for the most current one.

The installer will create a parallel set of files for your Supreme Commander FA installation so that your original game remains untouched, and you can use the installer to not only keep the package updated, but switch easily back and forth between LOUD and your original installation. The updater also acts as a launcher so that you can run your game from the installer after checking for updates.

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Phew.....

This has been a very busy month since I last posted any news. We've been hard at work finishing our balance work on BrewLAN and getting it integrated into the LOUD AI. Along the way, we've also done dozens of unit fixes, numerous optimizations, some data reduction, and a few mapping repairs. We've seen lots of new players kicking the tires of The LOUD Project and giving us some valuable feedback -- if you haven't joined the conversation on our Discord Server then now is a good time to do so.

BrewLAN has been the largest integration that we've done for The LOUD Project since going public back at the start of this year. It's brings a great amount of additional depth to the project, and both fills in some unit holes as well as creating some new unit classes to enjoy. While it is still very much a work in progress, there being much AI work to do, and the various sub-mods to examine and integrate, I'm personally very pleased with how it's gone. We're watching carefully as players make use of the new units, with our usual attention to gameplay mechanics and balance, so please, share your observations and favorite moments with us and help the project along.

Obviously, with this work going on, it's been difficult to find much time for other work - but we have. We've continued to find new optimizations and data reductions that will help keep your LOUD game at the level of performance you've come to expect, while still keeping the memory footprint in control so you can enjoy Supreme Commander at the epic scale it was meant to be played at.

If you haven't updated in a while, there is a lot going on - aside from performance. The final stages of our previously announced Shield Theorem changes are in place, and this gives us an excellent groundwork to evaluate and fairly control just how effective shields are, or are not. This means that the once 'grey' area of who has the 'best' shields now has some explanation to it - and the various build and maintenance costs of shields are relative to the performance characteristics of those shields - regardless of faction.

On play balance, as many of you know, the LOUD Project pays particular attention to not only the relationship of one unit to another, but the relationships between tiers, and classes too. Whether it's air to ground, naval to submarines, artillery to shields, whatever - we strive to make the combined arms game a satisfying and more natural experience than it may have been previously. To that end, ALL the unit mods included in LOUD are continually reviewed, revised and updated - so check for updates frequently, as we usually update something weekly. We value all comments on these subjects, and we get a great deal of useful feedback when you, our audience, take the time to let us know what you find useful, and what you don't, so again - please take part in the discussion.

Aside from performance and balance, the LOUD AI is a major part of the Project, and we continue to move it along when we can find the opportunity. This last month, we've further refined LOUD's production focus especially for amphibious situations, and his response behaviors to a wide variety of threat situations. Getting replays from you really helps us analyze and tune his reactions, allow us to improve his platoon compositions, decision triggers and threat evaluations, and continue making LOUD the most dynamic and dangerous AI yet produced for Supreme Commander. As of this writing, the current AI is version 5.0Remedy.

I want to thank everyone who has chosen to take the time to examine The LOUD Project, and provide any constructive feedback, for, without it, we wouldn't be doing it.

Sprouto

What is the LOUD Project ?

What is the LOUD Project ?

Feature

A summary of the purpose and features of the LOUD Project for Supreme Commander: Forged Alliance.

LOUD Project - Setting up a LOUD Game

LOUD Project - Setting up a LOUD Game

Feature

Some tips on how to setup your LOUD game for the best results with it's AI.

LOUD Project - Update - Map refresh

LOUD Project - Update - Map refresh

News 2 comments

While we have many other things going on, like our recent BrewLAN addition, we've taken the time to update our maps to be compatible with the OzoneX map...

LOUD Project - Announcing BrewLAN for LOUD

LOUD Project - Announcing BrewLAN for LOUD

News

In conjunction with the release of the long awaited 0.8 release of BrewLAN, a popular modpack for Supreme Commander: Forged Alliance, the LOUD Project...

RSS Files
LOUD Project - Installer - Ver 4.34

LOUD Project - Installer - Ver 4.34

Installer Tool 12 comments

This version of the LOUD Project Installer (SCFA_Updater) is 4.34 Created October 10, 2018 WARNING: The installer is created using AutoIt which can be...

LOUD Project - Installer - Ver 4.12

LOUD Project - Installer - Ver 4.12

Installer Tool 30 comments

This version of the LOUD Project Installer (SCFA_Updater) is 4.12 Created June 18, 2018 WARNING: The installer is created using AutoIt which can be misreported...

Comments  (0 - 10 of 240)
Guest
Guest

Any idea if you gonna make Sorian AI compatible with this ? it would be the best of Both worlds !

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Sprouto Creator
Sprouto

LOUD was built off much of the groundwork that Sorian demonstrated, but is so much more advanced, having had more than six years of additional development. In the beginning of the project, we had intended to have LOUD simply sit alongside the original and Sorian AI. However, it was clear that far more than the AI was at the core of the performance issues, and it was necessary to leave any idea of compatibility behind.

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evancjones1
evancjones1

I can't get it to launch. I put it in the supreme commander forged alliance folder but I still get the "must launch from root folder" notification. What am I doing wrong? Inside the forged alliance folder I have a maps, mods, and now this folder.

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Sprouto Creator
Sprouto

That's rather odd - it does sound like the right place - but the installer should not be a folder - but a program. What is inside your LOUD folder ? If the SCFA_Updater program is inside that folder - move it up to this level - as that's where it should be.

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Balgias
Balgias

I'm assuming there's no means to get any of this content to work with forged alliances campaign?

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Sprouto Creator
Sprouto

I'm afraid not - most of the background materiel for the campaign has been stripped out of LOUD in the interest of overall performance and memory footprint. Even if it was present, most of the changes that LOUD brings would have no value to the campaign. The campaign remains available to players thru their original installation of Forged Alliance, which LOUD doesn't impact.

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Guest
Guest

Cybran ai seems to have stopped using experimental transporters,they were very effective dropping hoards of units into and around my base

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Sprouto Creator
Sprouto

If you could drop the replay file on our bug-reports channel, on our Discord server, I can review it.

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Guest
Guest

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Guest
Guest

There's a really annoying bug with the AI. The allied AI sometimes walks into my base with its engineers or command unit and just reclaims my buildings... and I can't stop them so I just lose the game because it destroys all my power generators.

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Sprouto Creator
Sprouto

I'd really have to see a replay to understand that. LOUD will reclaim T1 and T2 power and defenses at a later stage of the game - but only at his own base. If you decide to relocate your own base rather close to his - he'll also do that.

It's not a bug - it's a way in which LOUD manages his unit cap and prepares his base for the late game.

If you'd like me to take a closer look, you can drop your replay file onto our bug-reports channel on our Discord server where I can examine it.

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Highest Rated (5 agree) 10/10

Hands down the best "mod" for supreme commander that I have tried.

Jan 20 2018 by aaxlleex

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